Works In Progress
I appreciate the depth of detail Dwarf Fortress gives to its procedurally generated lands and people. Finding out more about my dwarves gives them more personality, and it pleases me to read the abrupt, frank descriptions of their strengths and tastes; the brutally honest renditions of their weaknesses.
To help you manage your dwarves efficiently, the game offers you a concise summation of the life of any dwarf you inspect. In the spirit of these pithy descriptions, I created a personal profile for myself imitating Dwarf Fotress’s style and character.
I want to create an interface that guides you in creating your own Dwarf Me profile. Because of the many epic stories Dwarf Fortress players generate, the game’s aesthetic has appeal far outside its hardcore player base: so I’d like to make the process accessible even to people who have only passing knowledge of the game. It would be slick to have a script that automatically pulls the character trait-related text from the game’s raws, allowing for native-sounding descriptions without having to pull everything in by hand.
Of course, I should also hope to facilitate easy sharing of Dwarf Me profiles! For people who play and admire the game, these are really fun.
Fight! Game Engine
Although the fighting game has been a mainstay of gaming culture since the ‘80s, it has stalled as an art-form. While top-down adventure games, platformers, and first-person action games have become major cultural forces with deep catalogs of art house indie offerings and unlikely fan favorites, fighting games have failed to achieve the same kind of reach and depth.
In 2012 I decided to start writing an engine specifically for creating fighting games, with the intention of releasing it as software libre. Using C# and the MonoGame framework, I stubbed out the bare bones of the system. I hope that my work can provide a starting point for further work towards promoting the fighting game as a popular art form.
I want to create a number of proof-of-concept games, complete with libre art assets, expanding the engine’s offerings and refining its architecture in the process. I would like to create comprehensive documentation and a set of authoring tools in order to make it easy for everyone, including indie developers, to build provocative, high-quality, action-packed fighting adventure games.